Biboran wrote:Low poly 3d is art too - to make it look nice you need rethink some things, need good artist for the texture. Of course it will look a little bit different than original,.
All true. Thats why you have Production Director (or Project Leader -depending on size of the production), who knows all this things.
Arl wrote:I'm not an expert or anything like that but I think you need a minimum of geometry to efficiently represent a face that works in a 3D environment, no matter how good texture you have.
Those of Thief and Redguard are too low poly examples (A model from AlexanderSig have usualy more poly count than one of those characters), too much limitation require more work and the result is not worth it in my opinion, who would invest time in turning 96' low res 2D assets into 98' low poly 3D assets?
Yes, thats true as well. Thats why polycount and poly modeling in these cases are build strategically, to accent parts of the character well. One more thing, in this case 3D mesh is just a base, a platform, a canvas, for the hand painted texture -
the actual character.